Defining virtual, augmented and mixed reality in physiology education (original) (raw)
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Virtual and Augmented Reality in Medical Education
Medical and Surgical Education - Past, Present and Future, 2018
Virtual reality (VR) and augmented reality (AR) are two contemporary simulation models that are currently upgrading medical education. VR provides a 3D and dynamic view of structures and the ability of the user to interact with them. The recent technological advances in haptics, display systems, and motion detection allow the user to have a realistic and interactive experience, enabling VR to be ideal for training in hands-on procedures. Consequently, surgical and other interventional procedures are the main fields of application of VR. AR provides the ability of projecting virtual information and structures over physical objects, thus enhancing or altering the real environment. The integration of AR applications in the understanding of anatomical structures and physiological mechanisms seems to be beneficial. Studies have tried to demonstrate the validity and educational effect of many VR and AR applications, in many different areas, employed via various hardware platforms. Some of them even propose a curriculum that integrates these methods. This chapter provides a brief history of VR and AR in medicine, as well as the principles and standards of their function. Finally, the studies that show the effect of the implementation of these methods in different fields of medical training are summarized and presented.
Virtual Reality and Augmented Reality
Handbook of Research on K-12 Online and Blended Learning (2nd ed.)Publisher: ETC PressEditors: Kennedy, K, Ferdig, R.E
This chapter provides a wide overview of Augmented Reality (AR) and Immersive Virtual Reality (IVR) in education. Even though their role in K-12 online learning and blended environments is still at an early stage, significant efforts have been made to frame their core affordances and constraints, and potential future developments are outlined. Therefore, in the following pages AR and IVR are introduced along with significant research and highlights from scholars and practitioners. Furthermore, a reflection about current challenges and next steps in terms of policies and integration is provided. Additionally, suggestions to help inform further investigations and inquiries are shared. Despite high costs, inadequate pedagogies, and continuously developing technology, these tools can provide a significant opportunity for immersion and will play a key role in future educational settings; therefore, scholars and practitioners need to be properly involved and trained.
Creating an Optimal Education Experience, 2010
Virtual Reality is produced by a combination of technologies that are used to visualize and provide interaction with a virtual environment. These environments often depict threedimensional space which may be realistic or imaginary, macroscopic or microscopic and based on realistic physical laws of dynamics or on imaginary dynamics. The multitude of scenarios that VR may be used to depict make it broadly applicable to the many areas in education. A key feature of VR is that it allows multi-sensory interaction with the space visualized. Here we look at how this combination of multi-sensory visualization and interactivity make VR ideally suited for effective learning and try to explain this effectiveness in terms of the advantages afforded by active learning from experiences. We also consider some of the applications of VR in education and the draw-backs associated with this technology.
A Mixed Reality Technology as a Supplemental Learning Tool of the Cardiovascular System
CMBES Proceedings, 2019
Learning anatomy and physiology is a difficult task for students entering the field of Health Sciences and Medicine. While cadavers and textbooks are the current standard for teaching anatomy, potential alternative is the utilization of mixed reality technologies. These technologies have the ability to augment human anatomy models directly onto the user, who can then interact with them in a 3D environment. Our proposed technology, known as the Magic Mirror, was assessed in the Anatomy and Physiology I lecture at the University of Ottawa. Data from surveys was collected based on a five-point Likert Scale. Surveys focused on student interaction with the Magic Mirror technology as well as their thoughts about how it compared to learning the cardiovascular system versus traditional Atlas textbooks. Final results demonstrated a strong positive assessment of the Magic Mirror which offers the potential to continue improving the technology for future implementation in anatomy curricula.
Form@re : Open Journal per la Formazione in Rete, 2019
e-REAL is enhanced reality for immersive simulation. It is a system where physical and digital objects co-exist and interact in real time, in a real place and not within a headset. e-REAL allows for an advanced simulation within a multisensory scenario, based on challenging situations developed by visual storytelling techniques. The e-REAL immersive setting is fully interactive with 3D holographic visualization, talking avatars, electronically writable surfaces and more: people can take notes, cluster key-concepts or fill questionnaires directly on the projected surfaces. Learners rapidly circle between deliberate practice and direct feedback within a simulation scenario until mastery is achieved. So far, the early findings show that visualization, if linked in interactive ways to the learners, allows for better neural processes related to learning and behavior change. Mondi virtuali e realta aumentata: l’Enhanced Reality Lab come best practice per la simulazione avanzata e l’appren...
International Journal of Engineering Pedagogy (iJEP), 2023
Augmented reality (AR) and virtual reality (VR) provide new experiences in the digital and simulation worlds. While they are intended to stimulate users' perception and senses in general, the two differ significantly. This study aimed to seek and analyze international publications on the trends, similarities, differences, advantages, and disadvantages of AR and VR for learning over the period 2001-2021. In this study, bibliometric analysis using VOSViewer with the help of MS Excel was utilized to visualize metadata obtained from Scopus. Publish or Perish software supported the data collection of this study, which included retrieving and analyzing academic citations. The findings show that the AR/VR has trend continued to rise over the years. The results showed that Denmark and India (based on country bibliographic pairs), Journal of Physics Conference Series (based on journal bibliographic pairs), Y. Zhou publications (2018) (based on bibliographic pairs of publications), and Archana M. (India) with Lars K. (Denmark) (based on author bibliographic pairs) have become the most influential in the field of augmented reality and virtual reality for learning. AR and VR are two technologies changing how people use screens, thus creating new and exciting interactive experiences. In the future, it is expected that further research related to AR/VR and even Mixed Reality (MR) will continue to develop along with technological advancement. However, pedagogical competence remains an essential key to learning.
Virtual and Augmented Reality in Medical Education and Training
2019
Virtual and Augmented Reality (VR & AR) with its various computer-based virtual simulations and teaching aids have already begun to transform the medical education and training. The use of virtual labs and anatomy lessons including the use of Virtual Learning Environments (VLEs) as in the delivery of lectures and surgery operations are explored. The purpose of this chapter is to promote the role of VR & AR in the context of medical education as an innovative, effective, and cost-reasonable solution for the provision of better and faster practical training. This chapter overall investigates and explores the potential of VLEs in terms of the necessary concepts and principles that allow students to develop a more direct and meaningful experiential understanding of the learning goals and outcomes of courses and of the practical and transferable skills required. A business model related to cloud active learning in medical education and training is proposed in line with the idea of an Ope...
Augmented Reality and Virtual Reality in Education. Myth or Reality
Augmented Reality and Virtual Reality are not new technologies. But several constraints prevented their actual adoption. Recent technological progresses added to the proliferation of affordable hardware and software have made AR and VR more viable and desirable in many domains, including education; they have been relaunched with new promises previously unimaginable. The nature of AR and VR promises new teaching and learning models that better meet the needs of the 21st century learner. We're now on a path to reinvent education. This work consists of explaining the reasons behind the new rise of AR and VR and why their actual adoption in education will be a reality in a near future.